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- Judge Right Hand Man (Ceep)
- For the Wisps, I feel this was a very strong showing and I really don’t have much to say. Not only were you annoying, you managed to be annoying all over the map. I feel a strong 8/10 is warranted.
- For Gallery, I feel that while your Quality leant on Lucil, the Jojolity sections were held up by Paranoia. Looking to actively mess with the Wisps and treat that as a constant of your plan gets you a healthy amount of points, and the ways to draw attention to their location were all solid. Lucil didn’t really strike me as leaning into the irritation of the Jojolity, even though her own tactics were absolutely frustrating; on balance, I think a low 7/10 is where I’m at.
- Judge Reginald Copperbottom (Arch)
- Onto Jojolities, I don’t have much to say. The Gallery certainly made a solid effort to antagonize their opponents, with Paranoia going out of her way to target and direct patrols to the Wisps, and Lucil disorienting the guards with her teleport slams. For that, I’m going to give their Jojolity a 7. Well done!
- As for the Wisps, they do an impressive job at keeping their antagonization up throughout the match. The Foam Storm is incredibly strong, though not their only feat. Explosive rain and fog helps to further confuse opponents. Their oppression of their foes is undeniable. For this, I’m going to give their Jojolity an 8. Well done!
- Judge Dmitri Johannes Petrov (Extra)
- Starting with the Willow Wisps, I'll lead with the score this time: **8/10.** Your "winter wonderland" is more like a hellhole for these poor guards. They are most certainly antagonized by the constant smokescreen and flurry of foam beating down on them - even if the stuff is soft, it moves at 100 km/hr, which gives it some oomph on collision. As far as the "threat management" piece goes, you handle that quite nicely, setting up ways to keep the guards and your opponents guessing, such as blocking Paranoia's pens. Very well done overall.
- As for Lucil and Paranoia, while Paranoia handles most of the interference by herself, it mostly comes down to a matter of scale - trying to leverage your two main obstacles to get them to handle each other is a good plan, but it's a bit too localized. All you affect at any given time is Nojus, Raspberry, and maybe one or two guards. The dead body at the end is a nice touch, and that definitely gets you area coverage, but the general tunnel vision on disrupting Nojus and Raspberry works to the detriment of getting points on the guards. That said, scale is a fairly minor issue in the grand scheme, so **7/10** it is.
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